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Author Topic: Hacking tools for Super Robot Wars Original Generation 2?  (Read 1 times)
Oddoai-sama
Guest
« on: November 18, 2010, 05:59:13 pm »

A few such tools already exist, though they are only compatible with the japanese version. By now, I've figured out how most of them work and I've had some fun using the different editing features. Still, I wish someone would make an editor that accepts the english version of this game!

Anybody interested to look into this? I can link to the original editor set if it's of any help to translate known data locations (I'm completely clueless in that regard). Thanks in advance for any contribution to make this real.
FrenticDjinn
Guest
« Reply #1 on: November 24, 2010, 12:48:45 am »

I can give it a shot, no guarantees mind you. I've been looking for something like that for a bit since OG2 is one of my favorite games on the GBA.
One of my most promising leads trying turned out to be a Chinese site that required money to register.

I've been messing with the game in a hex editor and that's provided... limited results, but interesting data.
I've almost succeeded in turning the Angelg into Dunbine, but I still have to fix the palette a bit more.
Oddoai-sama
Guest
« Reply #2 on: November 24, 2010, 12:23:39 pm »

Well in any case, here's the link for when you (or whoever else) feel up to it: http://f40.aaa.livedoor.jp/~vice/cheat/up/all.html?1262614671

There are a lot of things hosted there, most of which being SRW related. Most things labeled OG2 should be relevant to the editors... Might want to get the BGM tools too but I'm not sure how to use those. I mainly use OG2 Edit, but also Data Copy, Graphic Viewer, Tile Map Maker and Unit Icon Edit. See if anything else in the list catch your interest. I haven't tried everything.

As a note, AVG hates the OG2 editor programs but they're definitely safe. Just thought I'd mention it in case your anti-virus also freaks out.
FrenticDjinn
Guest
« Reply #3 on: November 24, 2010, 03:13:06 pm »

Thanks. I'll take a look at these when I get back from work tonight.
I hope I can do enough damage to these to get them to work right.

November 26, 2010, 11:58:31 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Ugh, I may have run into a SubNinja style curse with this, since a lot of bad things happened to my computer.
Thank goodness for external HDD and partitioned internals.

Good news bad news time.

Bad news. As you know, the "OG2 Edit" was done in Japanese, so the program itself is almost impossible to convert as the hex tables for the languages are
Good news. I understand what it says and understands the concepts for the most part. I almost have the Japanese program with English menus and such.
Bad news. Still only works for the Japanese version of the game. And I haven't attempted to work the stuff in the list boxes yet.
Good news. I believe I can make from scratch an English version of the program that can use the English games.
More Bad news. This will take me a while since finals and such are coming up.
More Good news. Winter Break is coming so I should have more time for this.
« Last Edit: November 26, 2010, 11:58:31 pm by FrenticDjinn »
Oddoai-sama
Guest
« Reply #4 on: November 27, 2010, 06:43:59 am »

No rush. Sounds good on the whole... Well, except for the computer problems part. Glad that's fixed, but when I say they're safe, I mean it. Damnit. xD The only mildly annoying thing I've run into is the SRWF editor prank... which isn't an editor so much as a goofy japanese song. :x

Anyway, a menu translation is a good start. Could be helpful when it comes to the trickier parts of the editor (ie map event scripting).

Quote from: FrenticDjinn on November 24, 2010, 03:13:06 pm
the program itself is almost impossible to convert as the hex tables for the languages are
are...? I figured starting from scratch would be the way to go, but is the original editor useful at all to figure out some of the relevant offsets in the US rom? As I see it, some data chunks might look the same regardless of where they're placed in either rom. Does it involve more than finding whatever the editor is currently pointing to in the J rom, then running a search in the US rom with the proper tools?
FrenticDjinn
Guest
« Reply #5 on: November 27, 2010, 05:54:20 pm »

Quote from: Oddoai-sama on November 27, 2010, 06:43:59 am
Quote from: FrenticDjinn on November 24, 2010, 03:13:06 pm
the program itself is almost impossible to convert as the hex tables for the languages are
are...? I figured starting from scratch would be the way to go, but is the original editor useful at all to figure out some of the relevant offsets in the US rom? As I see it, some data chunks might look the same regardless of where they're placed in either rom. Does it involve more than finding whatever the editor is currently pointing to in the J rom, then running a search in the US rom with the proper tools?

different. I meant that.

You're right, some code blocks are the same between versions like unit stats and weapon stats. But I checked the roms against each other and all of the stuff is, naturally, in different places. But, the majority of the non language data are identical which helps identify the size of the entry and where the stats are in it to be edited.
And I'm not going to attempt to figure out that scenario edit section, that seems like way too much coding.
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